- a blueprint is a template
- when we spawn an actor or place one in the level, we use that template to create an instance of an actor
- that instance sits in the computer memory, we need something to keep track of it
- the reference variable stores the address of that actor (simplifying a bit but that’s the gist).
And how can you reference something in a blueprint that isn’t actually in that blueprint.
Depends. If both entities are already in the level, it’s pretty straightforward since the level knows everything. Not sure how you spawn the player but consider the following.
- the door is already in the level, it already exist which is great
- the problem is that the player is yet to be spawned by the Game Mode - since the player does not exist, it cannot reference the door